Heroes_of_Hiis/Assets/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Runtime/Scripts/SplineTool/GFoliageRemover.cs

326 lines
9.9 KiB
C#

#if GRIFFIN
using System.Collections.Generic;
using UnityEngine;
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine.Rendering;
namespace Pinwheel.Griffin.SplineTool
{
[GDisplayName("Foliage Remover")]
public class GFoliageRemover : GSplineModifier
{
[SerializeField]
private AnimationCurve falloff;
public AnimationCurve Falloff
{
get
{
if (falloff == null)
{
falloff = AnimationCurve.EaseInOut(0, 0, 1, 1);
}
return falloff;
}
set
{
falloff = value;
}
}
[SerializeField]
private bool removeTrees;
public bool RemoveTrees
{
get
{
return removeTrees;
}
set
{
removeTrees = value;
}
}
[SerializeField]
private bool removeGrasses;
public bool RemoveGrasses
{
get
{
return removeGrasses;
}
set
{
removeGrasses = value;
}
}
[SerializeField]
private List<int> treePrototypeIndices;
public List<int> TreePrototypeIndices
{
get
{
if (treePrototypeIndices == null)
{
treePrototypeIndices = new List<int>();
}
return treePrototypeIndices;
}
set
{
treePrototypeIndices = value;
}
}
[SerializeField]
private List<int> grassPrototypeIndices;
public List<int> GrassPrototypeIndices
{
get
{
if (grassPrototypeIndices == null)
{
grassPrototypeIndices = new List<int>();
}
return grassPrototypeIndices;
}
set
{
grassPrototypeIndices = value;
}
}
[SerializeField]
private Texture2D falloffNoise;
public Texture2D FalloffNoise
{
get
{
return falloffNoise;
}
set
{
falloffNoise = value;
}
}
[SerializeField]
private Vector2 falloffNoiseSize;
public Vector2 FalloffNoiseSize
{
get
{
return falloffNoiseSize;
}
set
{
falloffNoiseSize = value;
}
}
[SerializeField]
private int maskResolution;
public int MaskResolution
{
get
{
return maskResolution;
}
set
{
maskResolution = Mathf.Clamp(Mathf.ClosestPowerOfTwo(value), GCommon.TEXTURE_SIZE_MIN, GCommon.TEXTURE_SIZE_MAX);
}
}
private Texture2D falloffTexture;
private Material maskMaterial;
private Material MaskMaterial
{
get
{
if (maskMaterial == null)
{
maskMaterial = new Material(GRuntimeSettings.Instance.internalShaders.splineMaskShader);
}
return maskMaterial;
}
}
private static readonly int FALL_OFF = Shader.PropertyToID("_Falloff");
private static readonly int FALL_OFF_NOISE = Shader.PropertyToID("_FalloffNoise");
private static readonly int TERRAIN_MASK = Shader.PropertyToID("_TerrainMask");
public override void Apply()
{
if (SplineCreator == null)
return;
if (falloffTexture != null)
Object.DestroyImmediate(falloffTexture);
Internal_UpdateFalloffTexture();
List<GStylizedTerrain> terrains = GUtilities.ExtractTerrainsFromOverlapTest(SplineCreator.SweepTest());
foreach (GStylizedTerrain t in terrains)
{
Apply(t);
}
}
private void Apply(GStylizedTerrain t)
{
if (t.TerrainData == null)
return;
RenderTexture rt = new RenderTexture(MaskResolution, MaskResolution, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
Internal_Apply(t, rt);
Texture2D mask = GCommon.CreateTexture(MaskResolution, Color.clear);
GCommon.CopyFromRT(mask, rt);
mask.wrapMode = TextureWrapMode.Clamp;
if (RemoveTrees)
{
RemoveTreeOnTerrain(t, mask);
}
if (RemoveGrasses)
{
RemoveGrassOnTerrain(t, mask);
}
t.TerrainData.SetDirty(GTerrainData.DirtyFlags.Foliage);
rt.Release();
GUtilities.DestroyObject(rt);
GUtilities.DestroyObject(mask);
}
private void RemoveTreeOnTerrain(GStylizedTerrain t, Texture2D mask)
{
NativeArray<Vector2> positionsNA = t.TerrainData.Foliage.GetTreesPositionArray();
NativeArray<bool> resultNA = new NativeArray<bool>(positionsNA.Length, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
GTextureNativeDataDescriptor<Color32> maskNA = new GTextureNativeDataDescriptor<Color32>(mask);
GMaskCullingJob job = new GMaskCullingJob()
{
positions = positionsNA,
result = resultNA,
mask = maskNA
};
JobHandle jHandle = job.Schedule(positionsNA.Length, 100);
jHandle.Complete();
HashSet<int> selectedPrototypes = new HashSet<int>(TreePrototypeIndices);
int index = 0;
t.TerrainData.Foliage.RemoveTreeInstances(tree =>
{
int i = index;
index += 1;
if (!selectedPrototypes.Contains(tree.prototypeIndex))
return false;
return resultNA[i];
});
positionsNA.Dispose();
resultNA.Dispose();
}
private void RemoveGrassOnTerrain(GStylizedTerrain t, Texture2D mask)
{
GGrassPatch[] patches = t.TerrainData.Foliage.GrassPatches;
GMaskCullingDataHolder[] data = new GMaskCullingDataHolder[patches.Length];
JobHandle[] jHandles = new JobHandle[patches.Length];
GTextureNativeDataDescriptor<Color32> maskNA = new GTextureNativeDataDescriptor<Color32>(mask);
for (int i = 0; i < patches.Length; ++i)
{
GMaskCullingDataHolder d = new GMaskCullingDataHolder();
d.positionsNA = patches[i].GetGrassPositionArray();
d.resultNA = new NativeArray<bool>(d.positionsNA.Length, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
data[i] = d;
GMaskCullingJob job = new GMaskCullingJob()
{
positions = d.positionsNA,
result = d.resultNA,
mask = maskNA
};
JobHandle h = job.Schedule(d.positionsNA.Length, 100);
jHandles[i] = h;
}
HashSet<int> selectedPrototypes = new HashSet<int>(GrassPrototypeIndices);
for (int i = 0; i < patches.Length; ++i)
{
JobHandle h = jHandles[i];
h.Complete();
GMaskCullingDataHolder d = data[i];
int index = 0;
patches[i].RemoveInstances(g =>
{
int indexClone = index;
index += 1;
if (!selectedPrototypes.Contains(g.prototypeIndex))
return false;
return d.resultNA[indexClone];
});
d.positionsNA.Dispose();
d.resultNA.Dispose();
}
}
private Material PrepareMaterial(GStylizedTerrain t, RenderTexture rt)
{
GCommon.ClearRT(rt);
Material mat = MaskMaterial;
mat.SetTexture(FALL_OFF, falloffTexture);
mat.SetTexture(FALL_OFF_NOISE, FalloffNoise != null ? FalloffNoise : Texture2D.blackTexture);
mat.SetTextureScale(FALL_OFF_NOISE, new Vector2(
FalloffNoiseSize.x != 0 ? 1f / FalloffNoiseSize.x : 0,
FalloffNoiseSize.y != 0 ? 1f / FalloffNoiseSize.y : 0));
mat.SetTextureOffset(FALL_OFF_NOISE, Vector2.zero);
if (SplineCreator.EnableTerrainMask)
{
mat.SetTexture(TERRAIN_MASK, t.TerrainData.Mask.MaskMapOrDefault);
}
else
{
mat.SetTexture(TERRAIN_MASK, Texture2D.blackTexture);
}
return mat;
}
public void Internal_Apply(GStylizedTerrain t, RenderTexture rt)
{
Material mat = PrepareMaterial(t, rt);
SplineCreator.DrawOnTexture(rt, t.Bounds, mat);
}
public void Internal_Apply(GStylizedTerrain t, RenderTexture rt, ScriptableRenderContext context)
{
Material mat = PrepareMaterial(t, rt);
SplineCreator.DrawOnTexture(rt, t.Bounds, mat, context);
}
public void Reset()
{
SplineCreator = GetComponent<GSplineCreator>();
Falloff = AnimationCurve.EaseInOut(0, 0, 1, 1);
RemoveTrees = true;
RemoveGrasses = true;
TreePrototypeIndices = null;
GrassPrototypeIndices = null;
MaskResolution = 1024;
}
public void Internal_UpdateFalloffTexture()
{
falloffTexture = GCommon.CreateTextureFromCurve(Falloff, 256, 1);
}
}
}
#endif